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Script Problem.. Crowbar and open hatch.
Spelos Away
Banned

Posts: 231
Threads: 19
Joined: Sep 2014
#4
RE: Script Problem.. Crowbar and open hatch.

PHP Code: (Select All)
AddTimer(asEntity, 0.2, "TimerPlaceCrowbar"); 

That's not a float. You put a double there. Use:

PHP Code: (Select All)
AddTimer(asEntity, 0.2f, "TimerPlaceCrowbar");

///....

AddTimer ("", 0.1f, "TimerPushHatch");

///...

AddTimer ("", 1.1f, "TimerHatchCanClose"); 

That's for all of your other functions as well..
1.3 is a double
1.3f is a float
THOSE FUNCIONS REQUIRE A FLOAT

PHP Code: (Select All)
PlaySoundAtEntity("", "player_crouch.snt", "Player", 0.05f, false); 

Although it should work regardless... =/

I've got it!

The simplest little mistake.

AddUseItemCallback("openhatch", "crowbar_1", "ScriptArea_1", "UseCrowbarOnDoor", true);

void UseCrowbarOndoor(string &in asItem, string &in asEntity)
...


Be sure to copy Function names to avoid this problem.
And let me mention that if you didn't check the ItemInteraction it still wouldn't work.

Fixed code:
PHP Code: (Select All)
void OnStart()
{
    
AddUseItemCallback("openhatch", "crowbar_1", "ScriptArea_1", "UseCrowbarOnDoor", true);
    
AddEntityCollideCallback ("joint", "ScriptArea_1", "BreakHatch", true, 1);
}

void UseCrowbarOnDoor(string &in asItem, string &in asEntity)
{ 
    
RemoveItem("crowbar_1");
    
PlaySoundAtEntity("", "player_crouch.snt", "Player", 0.05, false);
    
AddTimer(asEntity, 0.2, "TimerPlaceCrowbar");
}

void TimerPlaceCrowbar (string &in asTimer)
{ 
    
SetEntityActive("joint", true);
    
PlaySoundAtEntity("", "puzzle_place_jar.snt", asTimer, 0, false);
}

void BreakHatch(string &in asParent, string &in asChild, int alState) 
{
    
SetEntityActive("joint", false);
    
SetEntityActive("brokencrowbar", true);
    
SetSwingDoorLocked("hatch", false, false);
    
SetSwingDoorClosed("hatch", false, false);
    
SetSwingDoorDisableAutoClose("hatch", true);
    
AddPropImpulse("hatch", 0, -3, 0, "world");
    
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "AreaEffect", false);
    
PlaySoundAtEntity("", "break_wood_metal.snt", "AreaEffect", 0, false);
    
GiveSanityBoostSmall();
    
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
    
AddTimer ("", 0.1, "TimerPushHatch");
}

void TimerPushHatch (string &in asTimer)
{
    
AddPropImpulse("hatch", 0, -2, -1, "world");
    
AddTimer ("", 1.1, "TimerHatchCanClose");
}

void TimerHatchCanClose (string &in asTimer)
{
    
SetSwingDoorDisableAutoClose("hatch", false);
} 

And I suggest making another Script Area for the crowbar, since I presume the one you have is already in that area and would basically trigger immediately.
(This post was last modified: 02-23-2016, 07:43 AM by Spelos.)
02-23-2016, 07:10 AM
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RE: Script Problem.. Crowbar and open hatch. - by Spelos - 02-23-2016, 07:10 AM



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